... Literature that discussed the phenomenon Avoiding spam [1,32,34,35,31,18] Becoming the best [1,27,53,41,49,31,9,4,18] Continuing play [17,32,34,35,18] Giving gifts [27,16,33,18] Investing in a hobby [1,18] Indulging the children [23,18] Personalization [27,49,18] Playing with friends [16,53,41,18] Protecting achievements [17,15,16,18] Reaching completion [15,16,41,53,49,18] Reasonable pricing [16,4,18] Avoiding repetition [17,9,32,18] Showing off achievements [27,44,49,4,18] Showing off to friends [27,44,49,4,18] Participating in a special event [17,27,49,18] Special offer [16,49,9,18] Speeding timers [17,27,49,31,9,18] Supporting a good game [1,18] Unlocking content [17,31,9,18] Intention to Use [50] Intention to use, plan, or desire to consume a certain technology which in will measure the intent of the gamers to use the cashback program of brand retail digital voucher, while Behavioral Aspect relates to the degree to which using the technology will able to influence the purchase behavior of consumers and users will measure the potential to change the decision of the gamers. Consequently, the abstract proposed: Hypothesis 1. ...